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tutorials/scripting/change_scenes_manually.rst
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tutorials/scripting/change_scenes_manually.rst
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.. _doc_change_scenes_manually:
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Change scenes manually
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======================
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Sometimes it helps to have more control over how one swaps scenes around.
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As mentioned above, a :ref:`Viewport <class_Viewport>`'s child nodes
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will render to the image it generates. This holds true even for nodes outside
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of the "current" scene. Autoloads fall into this category, but so do
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scenes which one instances and adds to the tree at runtime:
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.. tabs::
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.. code-tab:: gdscript GDScript
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var simultaneous_scene = preload("res://levels/level2.tscn").instance()
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func _add_a_scene_manually():
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# This is like autoloading the scene, only
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# it happens after already loading the main scene.
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get_tree().get_root().add_child(simultaneous_scene)
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.. code-tab:: csharp
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public PackedScene simultaneousScene;
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public MyClass()
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{
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simultaneousScene = (PackedScene)ResourceLoader.Load("res://levels/level2.tscn").instance();
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}
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public void _AddASceneManually()
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{
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// This is like autoloading the scene, only
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// it happens after already loading the main scene.
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GetTree().GetRoot().AddChild(simultaneousScene);
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}
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To complete the cycle and swap out the new scene with the old one,
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developers have a choice to make. Many strategies exist for removing a scene
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from view of the :ref:`Viewport <class_Viewport>`. The tradeoffs involve
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balancing operation speed and memory consumption as well as balancing data
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access and integrity.
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1. **We can delete the existing scene.**
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:ref:`SceneTree.change_scene() <class_SceneTree_method_change_scene>` and
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:ref:`SceneTree.change_scene_to() <class_SceneTree_method_change_scene_to>`
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will delete the current scene immediately. Developers can also delete the
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main scene though. Assuming the root node's name is "Main", one could do
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``get_node("/root/Main").free()`` to delete the whole scene.
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- Unloads memory.
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- Pro: RAM is no longer dragging the dead weight.
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- Con: Returning to that scene is now more expensive since it must be
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loaded back into memory again (takes time AND memory). Not a problem
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if returning soon is unnecessary.
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- Con: No longer have access to that scene's data. Not a problem if
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using that data soon is unnecessary.
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- Note: It can be useful to preserve the data in a soon-to-be-deleted
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scene by re-attaching one or more of its nodes to a different scene,
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or even directly to the :ref:`SceneTree <class_SceneTree>`.
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- Processing stops.
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- Pro: No nodes means no process, physics process, or input
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handling. The CPU is available to work on the new scene's contents.
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- Con: Those nodes' processing and input handling no longer operate.
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Not a problem if using the updated data is unnecessary.
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2. **We can hide the existing scene.** By changing the visibility or collision
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detection of the nodes, we can hide the entire node sub-tree from the
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player's perspective.
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- Memory still exists.
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- Pro: One can still access the data if need be.
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- Pro: There's no need to move any more nodes around to save data.
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- Con: More data is being kept in memory which will be become a problem
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on memory-sensitive platforms like web or mobile.
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- Processing continues.
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- Pro: Data continues to receive processing updates, so the scene will
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keep updated any data within it that relies on delta time or frame
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data.
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- Pro: Nodes are still members of groups (since groups belong to the
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:ref:`SceneTree <class_SceneTree>`).
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- Con: The CPU's attention is now divided between both scenes. Too much
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load could result in low frame rates. One should be sure to test
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performance as they go to ensure the target platform can support the
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load they are giving it.
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3. **We can remove the existing scene from the tree.** Assign a variable
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to the existing scene's root node. Then use
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:ref:`Node.remove_child(Node) <class_Node_method_remove_child>` to detach the entire
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scene from the tree.
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- Memory still exists (similar pros/cons as with hiding it from view).
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- Processing stops (similar pros/cons as with deleting it completely).
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- Pro: This variation of "hiding" it is much easier to show/hide. Rather
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than potentially keeping track of multiple changes to the scene, one
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must only call the one method add/remove_child pair of methods. It is
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similar to disabling game objects in other engines.
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- Con: Unlike with hiding it from view only, the data contained within
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the scene will become stale if it relies on delta time, input, groups,
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or other data that is derived from :ref:`SceneTree <class_SceneTree>`
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access.
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There are also cases where one may wish to have many scenes present at the same
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time. Perhaps one is adding their own singleton at runtime, or preserving a
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a scene's data between scene changes (adding the scene to the root node).
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.. tabs::
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.. code-tab:: gdscript GDScript
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get_tree().get_root().add_child(scene)
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.. code-tab:: csharp
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GetTree().GetRoot().AddChild(scene);
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Perhaps instead they wish to display multiple scenes at the same time using a
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:ref:`ViewportContainers <class_ViewportContainer>`. This is optimal in
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cases where the intent is to render different content in different parts of the
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screen. Minimaps and split-screen multiplayer are good examples.
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Each option will have cases where it is best appropriate, so one must
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examine the effects of each and determine what path best fits
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their unique situation.
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